Today I'll probably add another timer before I close things up so that it switches back to the quiz mode after 30 seconds or something.
Done. I've now got it cycling cleanly back and forth between the quiz and stroke mode.
Today I'll probably add another timer before I close things up so that it switches back to the quiz mode after 30 seconds or something.
Done. I've now got it cycling cleanly back and forth between the quiz and stroke mode.
Geez, I really have get my ass in gear on my VR Milking game {cw: probably NSFW} or Activision is gonna beat me to the punch with their next Call of Duty.
Which style uses the 🔌?
Thanks! I had hoped folks here would get a kick out of it.
Just don't tell you know who.
@[email protected] thanks again for putting me on the radial menu path. For whatever reason I had my head stuck on the up/down/left/right method, this works out much better.
PROGRESS UPDATE!
What I ultimately had to do was change my answer button colors, Increase the "TV" size by 50% and pull it a bit closer. I also changed the font of the answers to the same as the question. As much as I liked the silly White with Black Outline, they were an aliasing nightmare and kept bouncing up and down.
When it comes to mobile VR, clashing colors, thin lines, sharp transitions, size, distance, and brightness are the enemy, I'm finding.
It's not perfect but it's good enough that I feel like I can move forward with writing the Trivia script today. I do still need to figure out a way of visually (or maybe audibly) indicating how well they're doing and how little time is left until each Trivia round ends. I plan on incorporating spoken encouragement and humiliation-esque quips in there at some point, so that may be a part of how I do it. Maybe an "LED" countdown next to the camera above the TV indicating how much time is left in each section? IDK, we'll see. I gotta check my CCP style guide.
I was thinking milkies.
Unity, unfortunately. If it gets any sort of traction I'll remake it in godot in the future, but I've sunk too much time and energy into it to switch engines when I'm this close to finally having something releasable.